Ni no Kuni is actually a weird deal for me.
See I actually somewhat like Miyazaki films. The visuals provide a nice little bit of surrealism that holds a unique charm even amongst the weird, experimental stuff anime artists do sometimes...but personally I think it only works in bursts. Little 1-2 hour films? Perfect match. A 40+ hour RPG? That completely turns me off. The concept of looking at that art style for that long over a singular story pretty much ensures I'll likely never even try the game. It's a weird pet peeve that this particular work seems to have triggered.
Also I doubly don't understand the appeal it has around here simply because I can recall several times where we've griped about Japan's absolute obsession with shoehorning in 17-belows in as the protagonists with tag-along cutesy mascots into nearly all of their JRPG work. But they throw a game at us with an even younger cast list and a crapton of the mascot types littering the world and somehow that's palatable...the hell? XD
I have more beef with Olivers [?] attire more than his age. Brown-haired boy with Red
cape and Blue
tunic, while his mascot takes the other two
primary colors on. I think the main plot is endearing enough, and he seems pretty mature (not one of those headstrong JRPG heroes who acts before he thinks, but he seems like a kind and earnest kid). That, and he misses his dead mum
-- maybe it's the woman in me saying that, but I think it's a sweet plot point and has a different thing going for it than "save the world" as the only motivator. Ghibli has always done the "stereotype" well, usually by throwing some curve ball to it or keeping things "simple and clean" while the rest of the anime world is getting more and more "whacky". I agree otherwise about Ghibli, but I'm curious how a world will play it in regards to videogame playability. If the reviews are strong and the curiosity is high, then I see no reason why not to be optimistic even if Ghibli isn't the most exciting collaborator for a videogame.
Kevadu: A point against the demo was, as mentioned in the topic, a complete lack of tutorials. But yeah, controls worry me the most, my beef being how visible/swift enemy attacks are versus how sticky the controls are. Personally, I've never found my opinions of a demo give me the same feeling as when I'm actually playing the complete thing. Hard to explain, but I suppose an out of context can be a difficult thing to play, and for that I usually try to avoid demos.
Ah well, here's hoping I don't have to stick my foot in my mouth when the game comes out and I end up hating it.